Monday/Tuesday combo two-in-one post

Monday I was busy in the evening so didn’t have time for posting. And tonight I’ll be out at the university for the student project kick-off lecture for the image processing course I’m tutoring. So I thought I’d make a combined post for both days. Yesterday (Monday) was a lot cooler than Sunday, but today (Tuesday) is already warming up dramatically again as of 10am. Monday was actually a public holiday here, Labour Day.

I spent some time knocking ideas into shape for my current game design class on outschool, in which I’m working with three students on ideas for a game about crystal balls. I came up with three different possible modes of game play:

  1. Cards list random events that could happen to a person: e.g. “win the lottery”, “get married”, “lose your job”. You lay out a series of cards face down so nobody can see them – this represents future events, which are now fixed by the layout. Players are fortune tellers and can use their crystal balls to peek at a card, thus learning what is going to happen to a client in the future. Here it gets a bit vague – somehow you do this to earn money and/or reputation.
  2. You use your crystal ball to make free-form predictions of what other players will do on future turns. On the given future turn, the player who has had a prediction made can choose to either (a) follow the prediction, gaining some benefit, and also giving the predictor positive reputation for being accurate, or (b) defy the prediction, losing the benefit, but also giving the predictor loss of reputation.
  3. Players are fortune tellers competing for business in the same town. You have a hand of cards with events on them, and “use your crystal ball” to foresee those events happening to your rivals. Some are positive, some are negative, and you choose an opponent and place the card in front of them. The card has countdown numbers on the edges, and each turn you rotate the cards played in front of you to count down the turns, and when they reach 0 the event happens. Your shop might burn down 3 turns from now, losing you a lot of money. But! If you take out fire insurance (using another card) before your shop burns down, you collect a huge payout! So you can use your knowledge of future events to change good/bad events.

The last one is the one I like the most, and the kids in the class all agreed. So that’s what I’ll be developing into a full-blown game over the next few days, in time for the next class next Monday.

When my wife and I went to take Scully for a walk after lunch, we found a film crew filming something right outside our place. A dozen or so people, vans, lighting gear. They were filming something on the walkway from the footpath going around the side of our apartment block property to the rear entrances of some of the units. I stopped and asked what they were doing and one of them told me it was an “independent film project”. It wasn’t huge like a fully professional set-up; more like a film school student project or something. They were still here when we came back about an hour later, filming someone driving a car up our street – we saw it reverse and drive back a couple of times as they filmed it.

In the afternoon I did another 5k run. My times on Saturday, Sunday, and Monday were very consistent: 27:20, 27:21, and 27:20. While walking back home through the park from the end of the run, I spotted a king parrot feeding on a tree near the path.

Australian king parrot

I approached as close as I could and it was tame enough that I got within about 30cm with my phone to get these photos.

Australian king parrot

In the evening I had that game design class, and also a new ethics class time for older kids. A parent had signed up a girl for a younger kids class last Friday, and she had enjoyed it so much that the parent wanted to enrol and older sister into a class too, but there were no suitable vacancies. So I made a new class on Mondays. At the moment there’s just the one student, but the class went well because she’s clever and talkative. The parent wrote back soon afterwards to say what a great class it was and how excited the kid was to talk about it. So that’s good!

Today I’ll be working on producing that crystal ball game, and maybe writing some comics, before heading into the university tonight.

New content yesterday:

New content today:

1 chance in 4096

This morning I had bread for breakfast. This is unusual, as I almost always have cereal – home-made muesli with fruit and yoghurt on weekdays, and Weet Bix on weekends. But I forgot to order the groceries for pickup on Friday, and we’d run out of milk, so I couldn’t have my normal Weet Bix. And I’d baked a new sourdough loaf yesterday, trying it with some rolled oats for the first time, so I decided to just have a couple of slices, one with butter and one with marmalade.

After breakfast I went for a 5k run. The morning was warm and humid and it was pretty draining. But it was good to have that done before the day got hotter.

Before lunch I played another game of Root with my wife. She wanted to try Marquise de Cat again, after attempting the Eyrie last time. Playing the Eyrie birds myself, I was attempting to gain territory by initiating battles to gain clearings and then build roosts. When you battle, you roll two dice, which are 12-sided, but numbered 0-3 three times each, so there’s an equal chance of each number form 0 to 3. Battles favour the initiator: the defender loses warriors equal to the higher number rolled on the dice, while the attacker loses warriors equal to the lower number.

What should have been about halfway into the game, I started a battle. I rolled the dice and got double 3, meaning we each removed 3 warriors. So I took heavier losses than expected, as double 3 is the only way of losing 3 attackers, a 1 in 16 chance.

In the next battle: I rolled double 3 again.

In the next battle: I rolled double 3 again.

I took so many unexpected losses, that my wife ran away with the game from there. Yes, she was losing the same number of cat warriors as I was birds, but the cats recruit forces significantly faster. I should have been inflicting a lot more casualties than I was sustaining. Anyway, it was basically a debacle from that point, and my wife won easily.

After lunch, we went to visit some friends, taking Scully so she could play with their dog. We hung out for a bit in the very slight breeze outside, in the shade at the rear of the house. It was really pretty hot out in the sun.

Tomorrow is supposed to be even hotter, forecast up to 37°C.

New content today:

Seeing into the future: Crystal balls!

Monday morning is the regular end-of-ethics-week final classes in the morning. Morning classes are usually full of kids from North America, because it’s early evening over there. Honestly I was glad to be finished this week’s Energy topic, for reasons I touched on earlier. I tried to revise the plan on the fly to include more open-ended discussion questions, and it worked a bit, but was still not as open as I’d have liked. Never mind, on to the new topic! It’s on Pets, and I’ll write the plan tomorrow.

This afternoon I worked solidly on Irregular Webcomic! I made 10 new strips, using the photos I took a few weeks ago. I now have a full 3-week buffer, which will hopefully give me time to write new strips and take more photos before it runs out.

Tonight was lesson 3 in my current instance of the Creative Thinking/Board Game Design class. This is where the course gets really interesting and fun, as we converge down the brainstorming ideas we did last week and come up with a theme for the game we’ll be designing. After the three students voted, we had two theme ideas on equal footing: Colonising lands, and “a shiny crystal ball”. I did a tie-break and selected what I think is the more interesting option, the crystal ball. So… we’re designing a board game about crystal balls!

We’ve already thought of one possible rules mechanic. During the game set up, you lay out a series of cards face down, which represent things that happen on future turns of the game, and by using a crystal ball you get to look at a future card. So you know what will happen on that turn. Then you can use that knowledge to your advantage. Perhaps the rules require you to reveal or hint something about the future to the other players, or perhaps you can bluff about it. Next week we’ll work on more mechanics and refining the game rules into something workable.

New content today:

Bath day

This morning I did another 5k run. After a shower I decided I didn’t feel like a second shower today, so decided that this evening I’d have a bath instead! I rarely have baths, but I felt like a good soak in nice warm water might do my tired muscles some good. I also had a bath bomb which I got some time ago and haven’t had the chance to use yet – something colourful and scented and moisturising. It just felt like a nice day to use it.

At lunch we took Scully for a walk over to the Italian bakery at Cammeray. I had a slice of pizza and a custard tart – delicious.

Back home we played another game of Root, this time my wife tried playing the Eyrie while I took the Marquise de Cat. It’s going to take us both a few games to get used to the wide array of strategy options.

Not much else to report about today. It was pretty easy and relaxing. Especially with that bath that I just had.

New content today:

First 7.5k run, and learning Root

A couple of firsts today:

This morning I decided to push myself to a new running distance. I’ve been doing 5k more regularly and feel more or less comfortable with that now. I’ve been thinking about going to 10k, but decided I should go for an intermediate distance. So today I went for 7.5k for the first time. Given my time for 5k is around 27-28 minutes, I was hoping to be able to complete the 7.5k in under 45 minutes as a goal.

I combined my two 5k routes, which overlap for about 2.5k, so the combination comes out to the right distance. I kept a slowish moderate pace to make sure I didn’t get too tired, and managed to keep it up for the whole distance. I was pleased when I completed it in 43:16. Here’s the Strava log.

Scully had an overdue groom today, losing a lot of hair. She looks a lot neater now. In the early afternoon we took her for a walk down to the harbour to run around and chase a ball for a bit.

And then in the late afternoon and early evening my wife and I learnt how to play the board game Root. I’d bought this a while back, but we’ve delayed it some time as it has a reputation for being difficult to learn. It’s a game for up to four players, battling to control an area of woodland. Each player controls a different faction of woodland creatures, and each faction follows different rules for what it can do, so it’s asymmetrical. We started with the two simplest factions, the Marquise de Cat and the Eyrie (i.e. the cats and the birds). It was actually not as difficult as I expected to get through and explain the rules. The complexity comes the large number of possible choices you need to make during your turn, and needing to figure out the tactics that will or won’t work.

It’s a race to 30 points. My wife played the cats and I played the birds, and we kept the same roles for two games to get used to them. The first game I won, 30 points to 27. The second game my wife won, 31 points to… uh… 1. I got stuck in loop of being unable to do anything and losing points each turn. I needed to draw cards in either of two suits to get out of it, but for something like 5 or 6 turns in a row I only drew cards of the other two suits. So it was a bit of a debacle!

Here’s the end game state of the second game. You can see my blue score marker on 1 point and my wife’s orange one on 31. My blue bird soldiers are confined to just one clearing in the forest, at upper left, while my wife’s orange cats are in charge of the remaining 11 clearings.

Root, endgame

If you know Root, in the first game my wife was shocked by how quickly my birds expanded across the board. So in the second game she proactively took the fight up and knocked me back so I never had more than 3 roosts on the board. Eventually I got stuck in the fox clearing, with a handful of mouse and rabbit cards, which meant every turn I ended up in Turmoil. Game over, baby. But we had fun, and are both looking forward to trying it again soon.

New content today:

Serpent Kings one-shot at the science shop

This morning I did another 5k run. It felt tougher than yesterday, since the day was warming up soon after sunrise. The city centre reached 31.6°C, and outer suburbs up to 34°C. It’s supposed to be even hotter tomorrow.

After that I picked up the groceries that I should have picked up yesterday, if not for the system failure at the supermarket.

Then I spent some time in the afternoon preparing for tonight’s Dungeons & Dragons game, which I was running at the science toy shop at the local shopping area. I printed out a series of maps showing successive rooms of the Tomb of the Serpent Kings adventure, so the players could see the shapes and sizes of the rooms and corridors.

Tomb of the Serpent Kings intro

But I wanted to encourage them to make a map, as I would be taking away the rooms after they left them. I thought there would be kids playing the game, but it turned out that two of their regular kid players were on vacation this week, so the only two players we had were a university aged guy and the regular DM, who is a woman about late 20s. Oh well, I figured it would still be fun, so I handed out the character sheets and we started playing. The guy took a thief and the woman a fighter. I had a magic-user and a cleric accompany them as NPCs, and also said there were a few slightly younger hangers-on, who were minding their pony outside the dungeon entrance (who I could call in as backups in case anyone died).

As they progressed through the Tomb they dealt with the traps and initial monsters in clever ways. People came into the shop to browse around and a few people watched us plating the game for a few minutes before moving on. At one point a young girl about 9 years old, accompanied by her father, stopped to watch us play for several minutes. We said the girl could join in, but the father said they were going somewhere soon.

A bit later she and her father came back. She continued watching us play, obviously very interested. The players found a hole in the floor leading to a room below. They dropped a flaming torch in and saw the floor below wasn’t too far down, so decided to tie a rope around a statue in the upper room and lower the end down so they could climb down (and importantly back up later). I said, “As you lower the rope, the torch sets the lower end on fire, and the fire races up and burns the rope.” And the girl blurted out, “I knew that was going to happen!”

At this point we invited her to sit down and join in again, and she did. I gave her a wizard character sheet, and the DM woman gave her some advice on the basics and encouraged her to help them decide what to do. The girl (her name was Alice) ended up playing with us for maybe 20-30 minutes before her parents came back to take her away again. It turned out the father also knew a bit about D&D, and was telling Alice maybe they could get the rulebooks and play together. This was probably the best part of the night, with Alice joining in and contributing to the game.

I shortened the overall adventure so they could reach and deal with the basilisk in one session, so we skipped a lot of the later rooms. We finished up about 9:40pm, after starting at 6. Overall it was really good, and the players were careful and clever enough that nobody died, despite most of the characters being wounded at various points. A great adventure and night!

New content today:

Games night and plumbing day

Friday I had a bunch of classes, followed by going out to a friend’s place for in-person board games night. We played games of Sequoia, Modern Art, Istanbul, and Coup. Here’s Istanbul:

Istanbul

It’s the longest game we played and I think the one I enjoyed the most. It was very close, with one guy winning it just one turn before myself and another player would have also reached the winning condition (and it would have gone to the tiebreaker condition).

Istanbul

Today I tackled a chore that I’ve been meaning to do for a few weeks. Our shower had begun to be a bit drippy, with it getting harder to turn the water off properly. I really dislike the job of replacing the valves in the taps because its fiddly and messy, and I have to get tools from the garage. So I tend to put it off as long as possible. But I decided I had to bite the bullet today and get it done. And last time I only bothered to replace the cold tap valves, so I thought I better do the hot ones as well this time.

I started at 11:30, thinking I’d be done by soon after midday so I could have lunch. In fact I didn’t finish until after 1pm. When I unscrewed the shower cold water tap I found the reason why it had been dripping lately:

Mangled valve

The old valve was completely mangled and worn out! Once I’d done the replacements and turned the hot and cold water mains back on, everything seemed to be working nicely. So hopefully I won’t need to do that again for a year or more.

This morning I did a 5k run, clocking 27:01 on my new route. I think this will be a faster route, without the steeper hills of the old route, nor the extended uphill slog over the last 2 kilometres or so.

This afternoon we all went on a walk up to the shops. I grabbed a gelato from the local gelato place. As I sat eating it, my wife noticed a sign at the specialist grocer next door advertising Doglato – an ice cream product for dogs. While I waited outside with Scully, she went in to take a look, and emerged with a small tub of peanut butter and honey Doglato. We gave Scully a bit, but it was frozen pretty solid so difficult to scoop out. We ended up taking the tub home and sticking it in the freezer, and will try giving Scully some more over the next few days, which will be easier with access to our kitchen utensils.

New content yesterday:

New content today:

Busy week, Friday

The main job today was getting through another 4 ethics classes online. I had a parent enrol an 8-year-old into one of my classes designed for 10-12 year-olds. So I wrote to the parent and told them the kid could try one class, and I would get back to them with my thought on whether or not they could handle the class material. The kid actually did pretty well, and the parent told me afterwards that they enjoyed the class, so it looks like they’ll stay, at least for another week or two.

I picked up groceries this morning.

But most of the rest of the day I spent working on the game design for my current Creative Thinking/Board Game Design class. Last lesson we decided on the theme and some mechanics, and I had to put it together into a playable game in time for the student to try playing it a few times this weekend, before our next class on Monday. So I had a pretty firm deadline on this.

I came up with a design that uses modular rooms, a little bit like the Grandma’s Ninja Castle game last time I ran this course, but with a twist. It’s not just a static modular board. This time the rooms can slide around and move relative to one another, giving it a bit of a feel like the moving staircases in Hogwarts Castle (as I described it to the student, who thought the idea was awesome). The rooms are square and laid out like a 15-puzzle, but with 3 empty squares instead of one (making it a numerologically significant 13 rooms in the haunted house). On each player’s turn they have to move their ghost hunter from one room to an adjacent one (avoiding voids), move a ghost to an adjacent room or void, and roll to randomly decide which room slides into one of the voids. The rooms have doors on some walls, and the ghost hunters need to pass through a door, but the ghosts can walk through walls. And then if a hunter is in the same room with a ghost, they roll dice to see if the hunter banishes the ghost, or the ghost spooks the hunter (making them flee outside the house and have to re-enter next turn). There are some pieces of equipment in various rooms which give hunters bonuses to the dice roll. So it’s a game of navigating the shifting maze of the haunted house, finding equipment, and banishing ghosts. First hunter to banish three ghosts wins.

I’m interested to see how it plays in practice, and if the student can improve the design.

New content today:

The Wyrm of Brandonstead, session 1

Not much to report about today, so I’ll take the chance to post the log of last week’s Dungeons & Dragons session, which I finished typing up the other day.

Before that, I’ll mention that my wife and I did our tax returns today, for the 2022-2023 financial year. Last year we didn’t do them until October, so we’re nice and early this year. It’s actually a real breeze now that the Australian Tax Office has streamlined things with their online lodgement system as of two or three years ago.

Now, D&D. This is the first session of a new adventure, which I’m calling The Wyrm of Brandonstead. It follows directly from the last session of Tomb of the Serpent Kings.

Neensford

Brigette, Drashi, Garamond, Leonardo, Nogge, and Notgandalf had collected enough gold in the last outing to pay for training from their local mentors, so spent a few weeks doing this. During this time, a travelling merchant passed through town, on his way south from the village of Brandonstead. He relayed news about mysterious attacks in livestock taking place there, which rumours put down to either goblin raids or perhaps some sort of monster come down to forage from the northern mountains. The Reeve of Brandonstead has offered a reward to any brave souls who can find out what is happening and put a stop to it.

Brandonstead lies three days travel north along the river that runs through Neensford, nestled near the foothills of the mountains, which mark the end of civilised lands and the beginning of untamed wilderness. Brigette, Leonardo, and Ratter were still busy with training, so Drashi, Garamond, Nogge, and Notgandalf decided to head north to check things out, leaving the others to follow later. They resupplied with provisions, camping supplies, and consumables like torches, oil, and arrows before setting out.

The now seasoned party took with them a group of retainers for help with things such as setting up camp, standing watch, guarding supplies while the heroes venture into dungeons, and perhaps tagging along to hold torches and so on. This group of keen young followers was made up of:

  • Tarlan, a male cleric.
  • Kenrick, a male fighter.
  • Oletha, a female fighter.
  • Narelle, a female magic-user.
  • Ledwyle, a male thief.
  • Gazzuk, a male dwarf.
  • Woodlow, a male halfling.

The party agreed to pay Tarlan and Ledwyle 5sp a day, and the others 2sp a day.

Brandonstead

The group arrived at Brandonstead after three days of eventless travel north along the river. Brandonstead is a tight cluster of about 50 old stone cottages with thatched roofs, plus two double-storey wood and plaster inns, encircled by an ancient stone wall about the height of a person. The only opening faces the road south. There is no gate, but a scrawny young guardsman leaning on a spear greeted the travellers at the gap. He was excited to meet a band of adventurers and recommended they go to the Clumsy Fox Tavern to find the village Reeve.

As they entered the Clumsy Fox, the proprietor Bentley greeted them, a jovial halfling with eyeglasses and a greying, balding head. The party ordered drinks and inquired after the Reeve. Bentley pointed them at a table where a portly mutton-chopped man was speaking with a statuesque redheaded woman in chainmail armour. They introduced themselves as Eric the village Reeve, and Hilda, captain of the town guard. Eric told them more about the attacks on the livestock.

Several sheep had been brutally killed in the past few weeks, blood and gore scattered around, mostly in the pastures just north of the village, on the edge of the forest. Not only that, but also the last regular supply wagon from Neensford was overdue by about a week. Eric said that some villagers have been whispering that it might be a dragon responsible. Whatever the truth, he offered the party 200gp if they could find who was responsible and put a stop to it, returning either heads of goblin raiders or evidence of slaying whatever monster it turned out to be. He recommended they go talk to George, the boar hunter, as he claims to have seen a beast attacking sheep.

Father William

The party went to George’s hut and knocked, but nobody was home. As they were about to leave, an old man with a long grey beard, wearing clerical vestments, came past and asked if they were looking for George. This was Father William, the village priest, who worshipped Boccob, the god of magic. He talked at length in a bit of a rant about all the problems of the village. He related the tale of Sir Brandon, who 200 years ago slew a dragon in these parts. The local king knighted him and his followers, and the village adopted Brandon’s name. Brandon and his associates were buried in a tomb in the forest north of the village.

Father William then went on a rant about Ingrid, the village alchemist, who he accused of being a witch, in league with a coven lurking in the forest, He was sure that these witches had something to do with cursing the village and killing the sheep. He also ranted about the “faeries” who lived in the forest, probably consorting with the witches. Nogge quietly suggested the “faeries” were probably just village teenagers having romantic trysts.

The Golden Egg Tavern

The party decided to check out the other inn in town, the Golden Egg Tavern. Here they met Quinn, the owner. He was a thin man with a white beard, very friendly, but suspicious of Bentley. He claimed that Bentley was stealing his best liquor from the cellar at night. He showed them his earth-walled cellar. Notgandalf cast Detect Magic to search for any magical entrances or hiding places, but found none. Quinn offered them 20gp if they could catch Bentley red-handed.

Quinn also mentioned a group of three dwarf brothers who came into town occasionally for supplies and to trade metals from their mine up north at the foothills of the mountains. But they haven’t been to town for over a week now, which is unusual.

Witches

Being mid-afternoon, the party decided to visit Ingrid the alchemist first. Ingrid turned out to be a scrawny and shy young woman who offered to sell them wolfsbane. “Good for repelling wolves!”

The party asked about Father William’s assertion of a witch coven in the woods. Ingrid laughed and said there is indeed a “witch” in the woods, but Vivian is just a harmless old lady whom she visits occasionally for afternoon tea and to make sure she’s doing okay. Ingrid also says that Vivian has lived her for decades and might have some useful information about fighting the dragon.

The party travelled a mile or so east into the forest and found Vivian’s clearing. It was full of intricately detailed topiary shrubs, pruned into the shapes of people and woodland animals. Approaching the hut in the middle, they passed by a pond. A group of nixies poked their heads out of the water and demanded they toss their weapons into the water, “otherwise the witch will turn you into shrubberies!” Notgandalf tossed in a spare dagger to appease them, and then Vivian emerged from her hut and shooed the nixies away, inviting the adventurers in for some tea.

Vivian looked like a witch, with frizzy grey hair and bulging eye, dressed in an old-fashioned frilly dress. She served tea in her kitchen-lounge, which was decorated with overstuffed, quilted furniture and had a rack of gardening tools on the wall. She talked enthusiastically about her topiaries and told them not to mind the nixies.

Asked about the monster attacks and any other strange goings on, Vivian said it was unusual the dwarves hadn’t been to town for a while. She said she likes the oldest brother, Grimni, and the other brothers are named Brol and Kedri. She thought the attacks could be a dragon, and that the heroes might be able to use the sap of a grove of unusual trees in the western woods across the river, which had a powerful soporific effect. But the trees were guarded by fae fauns and the party should be wary of them.

As they left, Vivian asked if they’d lost anything to the nixies. She called them off and Notgandalf waded into the pond to retrieve his dagger, and also found a plain sword in a jewelled scabbard, which Vivian let him keep.

George the hunter

Returning to the village, the party revisited George’s house, where he was at home. George had wild red hair and beard, and was missing his left arm. He said he was out hunting wild boar. A few days ago he was returning to the village when he spotted the dragon attacking some sheep. A scaly black monster the size of a couple of horses, squat to the ground on splayed legs, drooling horrible spittle everywhere. He intervened and the dragon turned on him, He shoved his arm down its throat to avoid it taking his head, and it bit off his arm. He said the caustic spittle somehow stopped it bleeding, and Ingrid helped him with some healing herbs. He tried hitting the beast but his weapons bounced off tough scales on its back and it slithered away back into the northern forest. He suspects it must have a lair up near the mountains.

The Golden Egg, part 2

With the sun going down, the party returned to the Golden Egg. With Quinn’s permission, they decided to stake out the cellar, taking turns to keep watch, with the retainers standing guard on the ground floor above. In the middle of the night, during Garamond’s watch, the cellar door at the top of the stairs clicked open and soft footsteps moved down. Garamond could not see anything in the dark with infravision, and roused Drashi, who also didn’t see anything. They both saw a flask of liquor lifting up into the air and tipping over, with a sound of drinking. Drashi decided to launch a tackle at the invisible thief. He crashed into and grabbed the thief, who became visible, a leprechaun!

The leprechaun begged to be freed, and said his name was Naggeneen. He offered his pot of gold for his freedom. The party had the retainers roused Quinn to come down, who was surprised to see the booze thief was a leprechaun and not his rival innkeeper Bentley. Quinn negotiated with Naggeneen, saying he’d free the leprechaun if he could have the pot of gold and Naggeneen agreed to go steal liquir from Bentley’s inn instead. Naggeneen agreed, then laughed when Drashi let him go, saying his pot of gold was hidden in the ruined castle a few miles north of Brandonstead, and the castle was now overrun with goblins! He said, “Good luck!” and vanished.

Quinn agreed to pay the heroes the 20gp he had offered them to solve his problem. He also said that if they happened to visit the ruined castle, he would gladly give them a tenth of anything in what was now his pot of gold.

Sir Brandon’s Tomb

The next morning, they sought Father William at the church of Boccob, to get directions to Sir Brandon’s Tomb. A statue of Sir Brandon stood behind the small church building. Father William mentioned that Brandon had been buried with his magical dragon-slaying sword, and that he had sent his initiate, Brother Dirk, to the tomb yesterday to see if he could retrieve the sword, but Dirk had not returned.

Armed with directions to Sir Brandon’s Tomb, the party followed the east bank of the river north towards the mountains before cutting inland after about three miles towards a visible hillock among the trees. Here they found Brandon’s tomb, accessed by a white stone slab set into the hillside as a door. A faded mural was painted on the door, showing a conquering knight. The earth around the door was disturbed, showing recent passage of someone through it. The party decided to offer the cleric Tarlan hazard pay to accompany them inside, while the other retainers stood guard outside.

The five of them opened the door and entered a chamber decorated with wall mosaics. The first depicted Brandon and three other figures: a shaggy giant of a man with a greatsword, a wizened old priest, and a wild-eyed man with an axe. The second mural showed Brandon skewering a great black dragon with his sword through its mouth and up into its head. The third showed Brandon and his men being knighted by a queen.

Footprints in the earthen floor revealed a trail leading to a passage in the west, then back towards another opening in the east, from where the party could hear sounds clattering and hushed voices. Tarlan said he recognised goblin language, and it sounded like they were arguing. The group sneaked to the eastern opening with torches held back. They spotted four goblins squabbling and poking around in various crypt alcoves around the room. Notgandalf used the element of surprise to cast a Magic Missile at one, knocking it dead! Garamond loosed a brace of arrows, but both missed their targets. Reacting, the goblins immediately surrendered and begged for their lives. The party called the attack off.

With Tarlan interpreting, the goblins said they had been looking for a new hideout, but a number of them had been lost downstairs, and now they were just looking for loot before fleeing. The goblins warned the party not to move a heavy stone which they had used to block one of the crypt alcoves, saying there was a slimy monster behind it. They also wanted to accompany the party until they could get out safely.

Lower level

The party, with Tarlan and the goblins, took a northward passage out of the crypt room. Stairs led down and turned west, opening into a long corridor decorated with carvings of trees and woodland animals. At the foot of the stairs were the bodies of three goblins, torn to shreds and splattered all over the floor and lower walls. The goblins shrieked in fear.

A chittering noise could be heard form the long corridor to the west. The party decided to explore a passage to the south first, finding a room with a circular dais supporting a 3-foot tall nude clay statue of a may with antlers and two offering bowls, in which coins glinted. Making a circle on the floor around the dais were ten equispaced black stones. Another passageway led west.

The party considered their options…

Loot

20 gold coins – from Quinn for catching his booze thief.

Game trivia: Only 5 die rolls in 4 hours of play!

New content today:

Game design theme: haunted house

This morning I taught the last three lessons of the “Ethical Consumerism” topic with the younger kids.

Then for lunch I took Scully for a walk to the fish & chip shop and we sat on the hill lookout spot watching the dark grey clouds looming over the city.

Grey day over Sydney

This evening I had the third class in the current course on Creative Thinking and Game Design. After brainstorming ideas last week we’ve converged on “exploring a haunted house” as the theme of the game. We brainstormed some possible goals, including escaping the house, or trying to find a specific item, or even being scientists and trying to photograph ghosts. And we also worked on some potential mechanics, including one using sliding board tiles to represent shifting rooms in the house.

Next week we’ll out the pieces together and try to make a workable game out of these ideas.

New content today: